Monday, June 23, 2014

Character Highlight: Akifumi Oh (Cyber Jadepunk)




As mentioned in Reagan Taplin's post last week, we are gearing up soon to play a Jadepunk game via Google Hangouts, with the first session scheduled for July.

Rather than using the world as presented, our future Jadepunk game (dubbed 'Cyber Jadepunk') will explore the world of Kausao City almost a century forward in time from the setting presented in the book: where jadetech has progressed well beyond the steampunky into something resembling cyber-technology. 

With this idea in mind - and to provide an example- let's look at crusading reporter turned super-hacker, Akifumi Oh:


Akifumi Oh
Aspects
  • Portrayal: Crusading reporter turned vengeful hacker
  • Background: I gave up a life of luxury to pursue justice
  • Inciting Incident: Virtually imprisoned for twelve long years
  • Belief: I will taste all that life has to offer before I’m done
  • Trouble: Beneath the snow-capped mountain, an unquenchable fire
Professions
  • +3  Scholar
  • +2  Engineer, Fighter
  • +1  Explorer, Scoundrel
  • +0  Aristocrat
Assets

Black-Jade Implant
  • Type: Device
  • Function Aspect: Black jade subdermal implant
  • Features: Exceptional (Use your Professions to interact with jade); Focus 2 (+2 Scholar)
  • Flaws: Situational 2 (When interacting with networked devices only), Troubling (Aspect: The channel goes both ways...)
  • Cost: 1
Virtua-Fighter
  • Type: Technique
  • Guiding Aspect: Virtually imprisoned for twelve long years
  • Features: Focus (+1 Fighter); Harmful 1 (+1 Shift)
  • Flaws: Limited (Melee attacks only)
  • Cost: 1
Old-Boy Network
  • Type: Ally
  • Function Aspect: The old-timers still remember me
  • Features: Professional 2 (+1 Scholar, +2 Scoundrel); Aspect (Well-Informed)
  • Flaws: Limited (Once per-scene)
  • Cost: 1
Secret Bank Accounts
  • Type: Technique
  • Guiding Aspect: I gave up a life of luxury to pursue justice
  • Features: Flexible (sub Scholar for Aristocrat)
  • Flaws: Situational (Only when your purchasing power matters)
  • Cost: 1
  • Refresh: 3
  • Stress: OOO
Consequences:
  • Mild (2):
  • Moderate (4):
  • Severe (6):
Backstory:
Although born from an immigrant family, Akifumi Oh enjoyed a life of privilege: the best schools, the best opportunities, the best connections. A new white-jade powered roadster at age 16; and plenty of beautiful and well-connected friends. 

But during his schooldays young Akifumi saw a glimpse of how the other-half lived in Kausao City; and the spark of niggling doubt grew into the flame of righteous indignation. 

Upon completing his schooling he passed up other more lucrative opportunities to become of crusading reporter for the Kausao Times; covering the underbelly of lies and corruption that was the foundation of the city’s unequally distributed riches. 

By age 30 he was as famous as he was infamous; welcome at many a party, bar and bedroom door throughout the city. All of this changed one night: stumbling drunkenly home looking for late-night auto-rickshaw, he was abducted by unknown parties and immersed into saline bath, where he was locked into a virtual reality prison..for twelve long years.

Having eventually freed himself by learning how to communicate with and manipulate networked jadetech, Akifumi has sworn revenge upon the unknown parties that once made him their prisoner. And he is willing to use any tool at his disposal - including the permanent black-jade implant he gained when he was abducted - to achieve this goal, whatever the consequences might be for himself or others.

***


Friday, June 20, 2014

Jadepunk Character Highlight: Shen Hu

Mike recently shared his review of Jadepunk, which you can read here. I highly recommend you do, as its a thorough analysis of what makes the setting and the mechanics tick. Ryan Danks, Jacob Possin, and Mike Olson have created something that is chock-full of high-octane narrative, and supports a wide-range of heroic character concepts.

+Gary Anastasio is soon to be running a game that takes the setting to a very interesting place - about 100 years in the future. What does the region look like with jade powering an exponential growth in technology? What does such a society look like on the verge of a Transhumanism? He's re-imagined  Kausao city as a dystopian cyberpunk setting, and it fits like a Red Jade-powered glove. +Jacob Possin outlines the setting with a bit more detail in his blogpost, and shares the two-fisted character he'll be playing for the game - best summarized it as a "Jadei".

I wanted to play some kind of classic wuxia old martial arts master, a Shaolin monk who tends to the needs of the poor and disenfranchised. I wanted to use the Asset system to create a martial arts style that is an analog to that ideal, which was surprisingly easy to do. I thought it would be fun to have a cybernetic tiger companion with human intelligence. Who wouldn't want that, really? A future Jadepunk supplement is planned that outlines how such Chaemeras work in the setting, but I found the Ally asset system simple and powerful enough to handle what I was asking of it.

Shen Hu


Aspects
  • Portrayal: Crusading Master of Bihu Xuanya Martial Arts
  • Background: Vowed To Assist The Poor And Helpless
  • Inciting Incident: Last Survivor Of the Bihu Xuanya Temple
  • Belief: Enlightenment Is Impossible Under Oppression
  • Trouble: Always Help The Poor And Needy
Professions
+3 Fighter
+2 Explorer, Aristocrat
+1 Scholar, Scoundrel
+0 Engineer

Assets
Immortal Dance of the Invisible Guardians
Spinning and leaping, moving in and out of the throng - this technique requires a calm mind to interpret the ever-changing features of the environment. When the mind is focused, the world slows down, allowing the practitioner to manipulate the subtleties of his environment to his and his allies’ advantage.
  • Type: Technique
  • Guiding Aspect: Crusading Master of Bihu Xuanya Martial Arts
  • Features: Exceptional 1 (When creating an advantage, instead of putting a free invocation on an aspect, you can create an additional aspect.)
  • Flaws: Situational (Only when at least one ally is in the same zone), Limited (Can only be used once per scene)
  • Cost: 1
Whirlwind Avalanche Of Infinite Solitudes
Altruism is a core tenet of Bihu Xuanya. Enlightenment can only be achieved when one freely gives of the self.
  • Type: Technique
  • Guiding Aspect: Crusading Master of Bihu Xuanya Martial Arts
  • Features: Protective 1 (reduces the shift value of a successful attack against an ally by one)
  • Flaws: Situational (Can only be used when the attack targets an ally in the same zone), Situational (Can only be used on someone else)
  • Cost: 1
Perfect Thoughtful Falcon Toe
In the Void, the soul is lost and alone, but in unison, two souls can achieve magnificence. A master of Bihu Xuanya is acutely aware of this, and with the faintest touch, can use this harmony to his advantage.
  • Type: Technique
  • Guiding Aspect: Crusading Master of Bihu Xuanya Martial Arts
  • Features: Harmful 2
  • Flaws: Situational (Can only be used when you tag an aspect created by an ally)
  • Cost:

Baihu The Spirit Tiger
Sometimes, the universe expresses itself with a symbol of perfection. This is Baihu, a gentle but powerful soul. She can sense the Chi in others, and to those of pure spirit, is a formidable ally. To those who seek to corrupt others, she is a relentless foe.
  • Type: Ally
  • Function Aspect: Genetically Enhanced Tiger
  • Features: Professional 2 (Fighting +2, Exploration +1), Resilient 1 (1 mild consequence slot), Sturdy 2 (2 stress boxes), Independent (can act on her own without spending a Fate Point)
  • Flaws: Troubling 2 (I Didn't Steal Her - She Chose Me, Human Intelligence Doesn't Mean She Understands Human Customs)
  • Cost: 1
Green Jade Prayer Beads
The monks of the Bihu Xuanya temple are not materialistic; they only use that which charity gives them. The altruistic have donated Green Jade to the cause, which the monks use to recite their mantras. With practice, a Master can use these beads to channel the power of Green Jade to relieve the suffering of others.
  • Type: Device
  • Function Aspect: Fo Of The Five Virtues
  • Features: Exceptional 1 ( Reduce an ally’s consequence by one step)
  • Flaws: Effort: (Time: One action), Situational (Can only be used once per scene)
  • Cost:

Refresh: 2
Stress: OOO
Consequences:

  • Mild (2):
  • Moderate (4):
  • Severe (6):
Backstory:

Shen Hu has spent his long life at the Bihu Xuanya Temple, serving the the poor and the laborers of the Jade Mines and Refinery District. The temple espouses a philosophy stating “The Path To Understanding Comes Through Helping Others:, and “To Help Another You Must First Help Yourself.” To this extent, the monks provide food, education and spiritual enlightenment to all who ask. The temple humbly accepted any donation from those who have more, and strove to put use it to noble ends.

His rewarding life took a different turn a few years ago. In his dreams, he was visited by a spirit tiger named Baihu. A few weeks later, Baihu appeared at the temple. Baihu could understand the language of men, and claimed Shen Hu as her spirit brother. Baihu was beloved by the people of the area as the children would ride her back and play with her. Unfortunately, she is a genetically engineered tiger, designed to be a weapon by a biotech firm, and escaped. The firm threatened to shut down the temple if they would not give her up; the monks simply stated she was free to leave at any time if she wished.

Several weeks later, one of the mining companies pushed the worker crews to the limit, and they went on strike. The monks of the temple fed and cared for the strikers during that time. When the company cracked down on the strikers with force, the monks fought back, dealing a devastating below to the company’s military forces. Undeterred, and perhaps aided with the forces of the biotech firm, they destroyed the temple in the dead of night, killing all but Shen Hu and Baihu. Now the two fight side-by-side with the Jianghu, aiding the meek whenever possible, trying to right any wrong.

***

Thursday, June 19, 2014

Character Highlight: Kasumi Tenaga (Jadepunk)


Hello again, everyone!

As a follow-up to my recent review of Jadepunk, we will be posting up some character builds using the system. First up is Lady Kasumi Tenaga, exiled noblewoman with a demon-blade.

Like all Jadepunk characters she is made up of Aspects, Professions and Assets. Kasumi spends most of her available Fate-Point Refresh on Assets: in this case her various dragon-school Techniques, a Device in the form of her fearsome demon-blade, and an Ally in the form of her loyal retainer, Toshiro Makabe.
---------------

Kasumi Tenaga
Rebellion_Wojtek Fus.jpg
Aspects
  • Portrayal: Last scion of Clan Tenaga (Kaiyu)
  • Background: Trained in the arts of the Onaga Sword School
  • Inciting Incident: Lord Asano destroyed my family
  • Belief: I must restore my family’s fortune and honor
  • Trouble: I don’t know if I am worthy
Professions
  • +3 Explorer
  • +2 Aristocrat, Fighter
  • +1  Scholar, Scoundrel
  • +0 Engineer
Assets

Dragon Takes Flight
  • Type: Technique
  • Guiding Aspect: Trained in the arts of the Onaga Sword School
  • Features: Focus 2 (Explorer +2)
  • Flaws: Situational (Only when overcoming obstacles through movement)
  • Cost: 1
Dragon Strikes True
  • Type: Technique
  • Guiding Aspect: Trained in the arts of the Onaga Sword School
  • Features: Focus 2 (Fighter +2)
  • Flaws: Situational (Only when attacking in a duel)
  • Cost: 1
Dragon Moves With Grace
  • Type: Technique
  • Guiding Aspect: Last scion of Clan Tenaga
  • Features: Focus 2 (Aristocrat +2)
  • Flaws: Situational (Only when you attempt to impress in high society)
  • Cost: 1
Ancestral sword, “Ao Oni no Tsurugi”
  • Type: Device
  • Function Aspect: Demon-blade crafted from green jade
  • Features: Harmful 2, Exceptional (Deadly sharp; a defender cannot mark a stress box when hit)
  • Flaws: Troubling (Aspect: The sword demands that I fight!), Situational + Limited (Exceptional feature is only applied if you succeed with style, once per scene)
  • Cost: 1
Toshiro Makabe
  • Type: Ally
  • Function Aspect: Loyal retainer of Clan Tenaga
  • Features: Professional 3 (+2 Fighter, +1 Engineer, Explorer, Scholar), Sturdy, Independent
  • Flaws: Troubling (Aspect: Legendarily stubborn and contrary)
  • Cost: 2
Refresh: 1
Stress: OOO
Consequences:
  • Mild (2):
  • Moderate (4):
  • Severe (6):
Background/Personality:

Born into a life of comfort and privilege, Kusumi’s life was shattered when her family was framed as plotting against the government by the conniving Lord Jubei Asano.

Armed with her family’s ancestral sword and accompanied by her loyal retainer Toshiro Makabe, Kusumi has come to Kausao City - where Lord Asano is now an influential council member - to expose his misdeeds and restore the good name of her family.
***
Kusumi is armed with the Green (Jade) Demon Sword, Ao Oni no Tsurugi. Legend states that the crafter of the sword had a heart filled with turmoil and violent passions: and indeed, she finds that whenever she draws the sword she is compelled by a powerful urge to fight. But the demon-blade also lends her it’s strength: a strength that she believes necessary to stand any chance of achieving her goals.

----------------------------
Kasumi Tenaga (Google Docs)

*Note: Edited to reflect correct costs for Assets. Thanks to Ron Frazier on G+ for the assist.

Wednesday, June 18, 2014

Review: Jadepunk (Fate Core System)


Jadepunk: Tales From Kausao City
Authors: Ryan M. Danks, Jacob Possin, and Mike Olson
Cover Artist: Conrad Javier
Format: 139 pages, softcover
ISBN: 978-0-615-98624-1
Website: http://jadepunk.com/

****
Funded by a successful Kickstarter campaign started summer of last year (2013), Jadepunk is yet another of the gaggle of Fate-based RPG's to appear since the wildly successful launch of Evil Hat's Fate Core in 2013.

All of this reminds me of the plethora of d20 based games launched with the advent of the OGL in the early 2000's, with similar results: a handful of great games launched using a basic universal system, and a lot of also-rans.

So where does Jadepunk fit into this equation? In my opinion it fits neatly into the 'great' category, for the reasons outlined below.

***
Presentation & Layout

First impressions: Jadepunk is a beautiful book. While there isn't art on every page, in all places there is a degree of artistry: from the use of genre-appropriate (but still very readable) fonts, to the ink-splashes and 'torn pages' effects that sub for the additional info boxes in Fate Core and other RPG's, the presentation throughout is slick, artistic and easy-to-read.

Where interior art does appear (provided by Nicole Cardiff, Conrad Javier, & Kurt Komoda) it ranges from good to absolutely excellent; some of which you will see scattered throughout this review. This is a book from an indie-press publisher and this is their first product: but you sure as hell cannot tell that by looking at the end result.

In fact, I think that some better established publishers should look at this book for an example of how to properly sell your game through sheer presentation. No complaints at all in this department.


Introduction + World of Jadepunk 

If you've read Fate Core, or more to the point Fate Accelerated Edition (and if not, you should: see my review) then there's not much the introduction has to offer that you haven't read before.

Much of the text explaining the system goals and intent is lifted/reworded from Fate Accelerated (FAE), which in my opinion is great choice: FAE is the tightest and most succinct presentation of Fate rules to date.

The overall philosophy of FAE reverberates throughout the entire text: present the tools you need to build your characters and world, explain how to resolve actions at the table, then get the hell out of the way so we can all get to gaming. The more RPG's that embrace this approach going forward, the better I feel about the future of our collective hobby.

What is new here is the unique setting of Jadepunk: a kind of wuxia + classic western mashup with serious steampunky overtones. From the book:
"...what would it be like if gunslingers from the Western literary genre were present in a wuxia world? Exploration of this idea found that the code of Xia (followed by many wuxia heroes) has very similar values to the code of honor many gunslingers follow. A perfect fit. Add to that an original take on the steampunk genre, with all its quirky fabulousness, and you have an original setting."
The jade in Jadepunk is integral to the setting: rather than being just the decorative stone it is in real life, in Jadepunk it is the source of magic in a world without overt magic - and also the thing that powers the world's most powerful technologies. And as a limited resource, it is also the main source of conflict in the world.

Although other regions of the world of Jadepunk are touched upon in the core book, the default setting for the game is Kausao City, which is basically a panache of early 1900's Shanghai mixed with Victorian-era Birmingham: like Shanghai, it is controlled by and split into quarters dominated by the Great Nations (a bit about them later). Like Birmingham (UK in this example, although true of the US version as well) it is also a source of a resource that powers industry: in this fantastic world this is Black Jade rather than coal.

Also akin to Shanghai in the early 20th century, this is a place of great wealth and grinding poverty: a place where the rich scheme to get richer, and keep the poor in their place...often with violence. What middle classes exist are simply treading water, hoping to get to the unassailable top while dreading falling into the bottom; from which there is no apparent escape.

And this is where the PC's come in: by default players are assumed to take the role of the Jianghu, men and women that fight against injustice, and are the protectors of the destitute and defenseless.


Character Creation: Professions and Aspects

This is Fate game after all, so character creation begins with the creation of aspects. I've discussed Fate aspects quite a bit on this blog already, so I won't get into the mechanics of them here.

What is unique to Jadepunk is how your five aspects (the same number suggested by Core) are stacked: rather than the High Concept + Trouble + Other stack presented in Fate Core, the required aspects are formalized as:
  • Portrayal
  • Background
  • Inciting Incident
  • Belief
  • Trouble
Portrayal is basically the same as a High-Concept in Fate Core: it's the one-sentence description of the character you are playing. Background is just that: where did you come from?  Following this, the Inciting Incident is what put you on your current path. Belief is your characters most deeply held conviction, and Trouble is...well, the main thing that causes you trouble. 

As in all Fate games, these aspects tie your character to the world, and the world to your character: major story elements both supporting your characters goals and presenting opposition can be presented during the character creation process. 

Before moving on to Professions, I think should address a non-apparent aspect of character options in the game: although this certainly an Asian-flavored game world, you are under no obligation to play a Pan-Asian character at your table. The world of Jadepunk is ethnically diverse, and Kausao City itself is a melting pot.

Populated -and dominated - largely by members of the Great Nations, Kausao City sees members with ancestry hailing from:
  • The Aerum Empire - A steampunk British Empire
  • Kaiyu - Tokugawa-era Japan with the serial numbers filed off
  • Naramel - The Near-East, complete with camels and minarets 
  • Tuyang - China in no particular era: but I read it as a steampunk Song Dynasty
Other nations are briefly touched upon, but so lightly that I can't really grasp their character in any detail. Hopefully these will be fleshed out with later supplements. 

On to Professions now: these replace Skills in Fate Core and are more akin to Approaches in FAE, or the six d20 inspired 'Skills' that appear in the Freeport Companion. Available Professions are limited to:
  • Aristocrat (Social/Resources)
  • Engineer (Tech/Mechanical)
  • Explorer (Athletics/Agility-based tasks)
  • Fighter (Melee + Ranged)
  • Scholar (Intellect & Education)
  • Scoundrel (All things sneaky and underhanded)
In practice, I should expect these skills to work roughly like FAE Approaches/Fate Freeport Skills, but far-less broad: there is a very clear line of demarcation between what your Engineer and Scholar abilities allow you to do, for example.

Before moving on to the next section, note that Jadepunk features the same single stress-track (used for absorbing physical and psychic 'damage'), as FAE: your Profession level has no influence on this track. You can, however, improve upon your characters ability to withstand stress via Assets, discussed below.

Assets, and the Colors of Jadetech

I've done a fair number of Fate Core/FAE builds. In fact, I'm not aware of anyone outside of - maybe! - the game's designers who have done more. I loves me some character builds, basically.

But when I first looked at Jadepunk's Assets system - which replaces both the Stunts and Extras presented in Fate Core - I really could not wrap my head around them. My first impression was that Jadepunk had taken the elegant Stunt rubric from Fate 3.0+ and replaced it with something wonky and overly mechanical. 

Having played around with the Assets feature over the past few weeks, however, I have slowly come around to liking this aspect of the system: although there is a learning curve to mastering building Assets, this does pay off in terms of flexibility and ease-of-use once you get the hang of it.

There are three sorts of Assets that you can take:

  • Ally (NPC or NPC's helpful to your character)
  • Device (exceptional gear that your character has access to, including Jadetech)
  • Techniques (exceptional abilities that you can draw upon)
Broadly speaking, Assets can be as powerful as the amount of resources (in terms of Fate-Point Refresh) that you choose to sink into them. We will talk more about Fate Points and Aspects below, but know that PC's start with 7 Refresh by default that they can spend on buying various Assets.

Let's say that you want to play an airship captain with a loyal crew. Easily done: you can buy the ship itself as a Device asset, the crew as an Ally (which includes options to make them numerous and independent to perform more actions for you). You might also take a Technique that gives you a boost when commanding or piloting the ship.

Or a martial artist who is a one-woman army into herself? No problem - take a high Fight Profession and list of Techniques to back it up. For some extra oomph and flavor, you can even take a jade-ink tattoo as a Device.

'Jadetech' is exactly what it sounds like: technology powered by jade. As mentioned in the first section of the review, in this world jade has certain mystical properties that can be exploited to produce powerful effects. The five colors of jade noted are:
  • Green (Earth: associated with strength/stamina)
  • Red (Fire: courage and power)
  • Blue (Water: cold, cunning and change)
  • White (Air: breath reason and freedom)
  • Black (Faith: basically an omni-jade to create strange effects)
In Fate terms, jade and the associated jade colors can be thought of as in-game aspect justification: while there are no hard rules to how jade can be incorporated to produce certain effects, the properties of each provides good guidelines.


Rules and rulings: Actions, Aspects and Consequences

If you are familiar with Fate Core, you already know much of how to do things and resolve action in Jadepunk: it uses the same four actions (Create Advantage, Overcome, Attack, Defend) as Core. The use of Aspects are the same, and the same systems for conflict resolution are presented as well. And if you aren't familiar with how to handle these things in Fate Core, all the rules are right there for you to read and reference.

And this is a good spot to point out a fact that I haven't specifically touched on until now: at a scant 139 pages, Jadepunk is a complete game system. Yes, I would like to see more Asset and character samples. And yes, I would like to see much of the world fleshed out some more. Hopefully we will see more of these in later supplements. But as it is, you have everything you need to play a full campaign and more, right here in a single volume. That's snazzy.

What is new here is the system for resolving duels. Well, actually, it not entirely new: it's simply a repurposing of the Contests system from Core to quickly and flavorfully resolve one-on-one fights. I won't go into the details here - this is a review, not an SRD - but suffice to say that I love the implementation and plan on using it for other Fate-based games.

If you are looking to convert your L5R game to Fate, I dare say that Jadepunk has you 90% covered already.


Kausao City and Beyond

The rest of the book covers the default setting of Kausao City, with gamemaster advice and instructions for creating NPC's with plenty of flavorful examples. If you are planning on using the setting - and you should consider it, it's a great setting- there's plenty of material for you to draw on here.

It's worth noting that by design Kausao is left with plenty of 'white space' for the GM and players to fill in their own details: you are expected and encouraged to make the setting your own at your table. If you are anything like me you were going to do that anyhow, but it's great to see this design philosophy called out and reinforced by the game's creators.

The suggestions for building NPC's (or 'faces') follows the cardinal rule that any great GM follows: Take Only What You Need to Survive. A basic NPC only needs a few aspects to define them; presented here as a Portrayal, Need and Secret aspect.

If they are more important to the story, and/or are meant to provide more active support or opposition, you can flesh them out with Professions and Assets. But most NPC's won't need these things, so a GM shouldn't bother building them out.

The book closes out with a very short section on District Creation (for filling in those white-spaces), some sample characters, and the all-important comprehensive index. And! On the PDF the index reference pages are bookmarked. This is in-line of the quality of the rest of the presentation and nice to see.

***

Jadepunk is a rare thing nowadays: a Fate game that costs actual money, even in PDF format. So does this game deserve your hard-earned gaming dollars?

I'm going to say that the answer to this is a resounding yes. The full PDF is only $14.99 - about what breakfast for two at Starbucks will cost you (Yeah, I live in Seattle. And yes, I get breakfast at Starbucks. Shut up, already). And the print and PDF version together is only $24.99 at the Reroll Productions store, which nets you a beautiful soft-bound book and a fully bookmarked and page-linked PDF.

Plus, as of this writing 30% of the profits from Jadepunk are contributed to worthy charities*. So some of your gaming dollars are going towards making the world a better place in larger ways: there's that too.

*Edit: This only applies to purchases made through the Reroll Productions store.

****

We will be looking at more at Jadepunk in the coming weeks and months, including some sweet character-builds as well as game reports from our upcoming 'Cyber Jadepunk' game, GM'd by the inestimable Gary Anastasio and featuring game co-designer Jacob Possin and his Jedi-inspired PC.

Thursday, June 12, 2014

Four-Color FAE: Supers Gaming via Fate Accelerated (update)


Hello dear readers! Its been a while since I posted here, and for that I apologize. That being said, the Games continue to be played! We're 10 issues in on our Supers game, using the Four-Color FAE guidelines, and we plan on posting a great deal more about it soon.

In the interim, I'd like to share a very well-written series of posts by one of the players in our group, +Bill Garrett. Bill has distilled down many of the core tenants of not only creating a Supers game, but how the genre works in general - with the unique lens of Villainy. Its a great read!

You can find his thoughts and analysis here: Not only is it educational, but he has a very fun style.

Monday, May 26, 2014

The Building Blocks of Fate/Fate Core pt1: Aspects



I have spent a lot of time on this blog talking about the Fate RPG: in fact, based upon the number of posts on the subject, Station53 is largely a Fate blog.

The latest and (arguably) greatest version of Fate so far is the most recent version, Fate Core. Whatever flavor of the Core system you prefer - Core RAW, FAE, or the innumerable variants that are on the market right now - the newest incarnation of Fate is the most streamlined and cohesive version of the system to date.

Generic RPG systems almost always disappoint in some fashion. And Fate is no different than other systems in this regard (a sideways glance to GURPS at this moment..). Although the system supports a wide variety of genres, there are certain assumptions that apply to any Fate game. Per the book:
Fate doesn't come with a default setting, but it works best with any premise where the characters are proactive, capable people leading dramatic lives. #
To tastes, however, this exactly the sort of game I prefer to play 95% of the time, so I would consider this limitation a feature rather than a bug.

So what is the 'Core' part of Fate Core? Per the system's original co-creator Fred Hicks, it's every component that makes up the game: http://www.faterpg.com/2011/the-core-of-fate-core/

To my eyes, however, the 'core' of any version of Fate (or FATE) is the idea of Aspects. From the beginning, this has been the key mechanic that differentiates Fate from other game systems, including it's parent system FUDGE.

So what do Aspects do? Lots of things really. But in brief:
  • Aspects establish facts. Which means that..
  • Aspects define characters. Which means that..
  • Aspects define genre.
To demonstrate the breadth of this idea, let's look at two characters using the same overall build - same skillsets, same stunts- but different aspects. In this example, I have chosen the Grifter (Wildstorm/DC Comics) and Legolas from Lord of the Rings

***

Grifter


  • Aspects
High Concept: Former special-forces sharpshooter/infiltrator
Trouble: Days you wake up crying..that’s when the mask comes in handy
Other: Zealot taught me a lot; This hero business is hard; Gen-Active

  • Skills
+5 Shoot
+4 Athletics, Fight
+3 Notice, Stealth
+2 Investigate, Rapport, Will
+1 Crafts, Drive, Empathy, Physique
  • Stunts
Uncanny Accuracy: Once per conflict, stack an additional free invoke on an advantage you've created to represent the time you take to aim or line up a shot (like In My Sights).
Quick on the Draw: You can use Shoot instead of Notice to determine turn order in any physical conflict where shooting quickly would be useful.
Hardcore Parkour: +2 to overcome actions with Athletics if you are in a chase across rooftops or a similarly precarious environment.
Danger Sense: You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.
Backup Weapon: Whenever someone’s about to hit you with a Disarmed situation aspect or something similar, spend a fate point to declare you have a backup weapon. Instead of a situation aspect, your opponent gets a boost, representing the momentary distraction you suffer having to switch.
  • Refresh: 3
  • Physical Stress: OOO
  • Mental Stress: OOO
Consequences:
  • Mild (2):
  • Moderate (4):
  • Severe (6):
Background/Facts:
http://dc.wikia.com/wiki/Cole_Cash_(Wildstorm_Universe)

***
Legolas


  • Aspects
High Concept: Elvish Bowman & Prince of the Mirkwood
Trouble: The ways of the young races are strange to me
Other: Watchful and wary; I shall not forget the slights against my people; Any challenge is welcome

  • Skills
+5 Shoot
+4 Athletics, Fight
+3 Notice, Stealth
+2 Investigate, Rapport, Will
+1 Crafts, Drive, Empathy, Physique
  • Stunts
Uncanny Accuracy: Once per conflict, stack an additional free invoke on an advantage you've created to represent the time you take to aim or line up a shot (like In My Sights).
Quick on the Draw: You can use Shoot instead of Notice to determine turn order in any physical conflict where shooting quickly would be useful.
Hardcore Parkour: +2 to overcome actions with Athletics if you are in a chase across rooftops or a similarly precarious environment.
Danger Sense: You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.
Backup Weapon: Whenever someone’s about to hit you with a Disarmed situation aspect or something similar, spend a fate point to declare you have a backup weapon. Instead of a situation aspect, your opponent gets a boost, representing the momentary distraction you suffer having to switch.
  • Refresh: 3
  • Physical Stress: OOO
  • Mental Stress: OOO
Consequences:
  • Mild (2):
  • Moderate (4):
  • Severe (6):
Background/Facts:
http://lotr.wikia.com/wiki/Legolas

***
Looking at the two examples above, although they have identical builds in terms of skills + stunts (and thus stress boxes available), we are clearly looking at two very different characters. 

Grifters 'Shoot' skill and 'Uncanny Accuracy' + 'Quick on the Draw' stunts represents his mastery of firearms; for Legolas, these represent years of hard training with a bow vs interlopers into the Mirkwood. 

Likewise, whereas Grifter's 'Danger Sense' is likely related to his Gen-Active aspect, for Legolas this is simply a reflection of his elvish gifts; elves are simply more aware than other folk.

It's the same with 'Hardcore Parkour': for Grifter, this is an expression of his overall badassery. For Legolas, this reflects his elvish grace. Same talent, different flavor. All informed by Aspects.

If Grifter draws a 'Backup Weapon', it's likely a holdout pistol. For Legolas, he might be using an arrow as a melee weapon. 

In any case, it's the aspects of the character that the define the narrative truth of what they do and why, where the other components simply define how well they are able to perform actions within a certain scope.

Aspects are therefore the foundational building-blocks when making a character in Fate, establishing who your character is before choosing what they can do well and not-so-well via Skills and Stunts. The aspects you choose define both your character, and the genre and flavor of the game that you are playing at your table.

***


Wednesday, May 21, 2014

Actual Play: Fate Core (Highway to Hell)

I've been running a Fate campaign about monster-hunting bikers for a year or two now. We started with the Dresden Files RPG, then converted over to Fate Core when that Kickstarter took off. This was our 15th session, and effectively a season 2 finale.

A bit of background: I use the Dresden Files bestiary in most respects, but politically the supernatural world is more like the TV show Supernatural, with small nests or cells of monsters instead of secret nations like in Dresden (although there is room for some government conspiracy).

In this session, our heroes start to use and then completely ignore John Rogers' excellent Crimeworld supplement from the Fate Core Worlds in Shadow book, we bring in every character any player has played in the campaign, and I kill a PC.
Pretty much.

The "serious business" name for the campaign is "Highway to Hell", but my group just calls it Dresdenatural.  Here we go.

Session 15 - The Windy City (Season Finale)

Reward: Phat Lewt (and lots of it!)
Who was there?
Scott Specter, "Mean Motherfucking Servant of God".
Carter Mews, "Arcane Acquisitions Expert".
Clayton Haycock James, "Marine Recon Biker".
Ajaz Gurt, "Relentless Nephilite".
Rick Eagle, "Avenging Roadie".



THE ROAD SO FAR

Last time, the gang captured Magog’s denarius and acquired up-to-date intel on their nemesis, the denarian Pantagruel, and the corporate offices of Crowley-Lampkin he was currently using as his base of operations. It was time to put down the demon and rip off his vault full of magical artifacts. The only snag was that the gang had Magog’s denarius in hand. I set up this session to open with a hard choice - do they take the time to properly secure the denarius but potentially lose their intelligence advantage against the vault’s defenses, or do they go straight to Chicago but carry the cursed coin with them?

As it turns out, Bill Stockburn’s player canceled at the last minute. It was disappointing, as Bill used to be host to Pantagruel and I really wanted him there to face down his nemesis, but you play the hand you’re dealt. I decided that the group entrusted the denarius’ removal to Bill, allowing them to hit Crowley-Lampkin immediately without the temptation of a fallen angel hovering over them.

The All or Nothing Box

The gang planned the heist / assassination in their usual spot - a threadbare room at the Hacienda Courts motel chain outside Chicago. They were calling all their contacts, cashing in all their favors, and holding nothing back. Going in with nothing less than their full resources would be foolhardy.

Luckily, we had a new player! Rick Eagle was a roadie for a metal band that was slaughtered by a demon. As the most likely suspect, Rick Eagle (SCREECH!) traded his old life for vengeance and righteous monster-slaying mayhem, teaming up with Scott and Clay to take down his band’s killer. Rick didn’t bring a lot of occult experience to the gang (“Has the Will But Not the Skill”), but as a roadie, he was an expert pyrotechnician and all around handyman.

Someone knocked at the door. Jimmy Pale Wolf stood there, six-packs in both hands. This was my replacement for our normal round of Create Advantage rolls - every player character we ever had or any suitable NPC contact on friendly terms could be called in to help on the job. A few of the help would be compels due to reliability issues, and all of them would require a cut of the take. That said, however, each contact or favor called in could cover parts of the heist that would be time-consuming or boring to have a PC handle.

Little by little, the motel room started to get pretty crowded:
  • Jimmy Pale Wolf, “Shaman Vigilante”. Jimmy’s player was an intermittent attendee but our schedules were such that he only ever played Jimmy once, back in the second session.
  • Kathryn Bryant, “Hot Slice of P.I.”. Kathryn’s player was at college, but Kathryn had been a valuable member of the gang, and more recently, possessed Bonney’s Bane, a magic bullet that made her immune to gunfire.
  • Joseph “Josey” Wales, “High Plains Drifter”. Carter’s player, Scott’s player, and I visited our friend in Austin, and I ran a session for those three guys. Josey was our Austinite friend’s character, a shooter somewhere between Michael Biehn in Tombstone and Norman Reedus in the Walking Dead.
  • Lucy Collins showed up next, and the “Goth Witch Antichrist” was the first helper for whom I offered compels. This wasn’t because of Lucy herself - Lucy was more or less a team player, in the same way Wolverine is a team player when he’s with the X-Men. No, the compel was for Bad Car, the evil black Charger Lucy half-stole, half-created from their run-in with some backwoods hillbilly orks.
Next up were a few NPC contacts:
  • Carter tracked down Warfield and got in touch with the former Crowley-Lampkin thug. The gang helped Warfield escape from a corrupt SWAT team back in Vegas in return for him cluing them in on Houdini’s Key, which they swiped from under Pantagruel’s nose in Austin. Warfield was down with giving his former employers a black eye.
  • Finally, Clay called up the Scooby Gang, a group of junior monster hunters who had encountered the PCs in Kansas City and again in Louisiana - Fred Bundy, Sonny Falco, and their pet Black Shuck. This was another opportunity for compels, as Fred and Sonny were only borderline competent, but they did have a van. Vans are great for carrying lots of stuff, such as the contents of magical vaults.
Next, we went over what the PCs actually knew about Crowley-Lampkin’s security, the vault contents, and Pantagruel. I had written up the loot on 3x5 index cards and placed them picture-side-up in front of everyone. Carter took point on the Overcome roll, aided by a few created advantages or boosts. They decided to use Jimmy Pale Wolf’s’ occult knowledge here as well, and were able to identify roughly a third to half of the items. The gang figured they wouldn’t be able to bring all of the artifacts with them. There was a rowboat and a guillotine, for example. Furthermore, they didn’t want some of the items left in anyone’s hands. The plastic candy bowl, for example, or the Shroud of Lazarus. Rick Eagle could handle demolitions work, claiming it was easier than pyrotechnics. When you did pyro for rock shows, you didn’t want to actually blow anything up.

I Don’t Think This is a Brains Kind of Operation

The players entered their planning stage. We were all pretty gun-shy when it came to planning in RPGs after some real time-wasters, so the group was fairly efficient at tossing out overcomplicated but safe plans, focusing on plans that were simple, loud, and dumb.

They decided to split the party.

Kathryn and Warfield would handle Crowley-Lampkin’s lobby and any initial security response from inside the building, then Warfield would move outside to assist Lucy and Bad Car with the frightfully entertaining but dangerous task of holding off the inevitable police response. Clay, Scott, and Ajaz would head up the executive elevator, lock it down, and try to kill Pantagruel in his office. Josey would be in position on a neighboring building with a .50 caliber rifle, covering the windows in case Pantagruel attempted to simply break through the glass and fly away. As a secondary role, Josey would keep police helicopters out of the area.

That left Carter and Rick Eagle to hit the 13th floor where the vault was. Because Crowley-Lampkin had a team on site to research the growing number of artifacts, the vault was open during daytime hours. A few human guards, a very sophisticated cloud-based video surveillance system, and a few magical traps protected the treasure. Stealth wasn’t really on the table, so Rick decided he could bring a few barrels of explosives up with them to destroy any magical items they couldn’t take with them or decided were a threat.

Finally, the Scooby Gang would be waiting in their van, ready to transport the loot to a safe location. The PCs didn’t really trust them with anything else, and there would be gang members in the van during the escape, to make sure Fred and Sonny didn’t doublecross them.

A Plan is Just a List of Things That Don’t Happen

The plan relied on speed and violence, which are two areas the gang excelled at. Additionally, I didn’t want to compel too much at this point, because it was honestly a pretty good plan, and took the group’s weaknesses into account as much as their strengths. Besides, I like heists, and why would I want to stomp all over this one right as it started? So the gang took the lobby and split up like clockwork. There was no attempt at stealth, so Pantagruel and his top henchmen were immediately alerted. The denarian immediately started gathering magical power (Creating Advantages for the inevitable throwdown or potential escape) and started packing a large duffel with books and a laptop and some other files. The PCs hadn’t even made it to his floor yet and Pantagruel, thanks to his “Starscream Syndrome” aspect, already had one foot out the door.

When the elevator door opened onto Pantagruel’s library and office floor, two men bull-rushed their way into the car! Mr. Rosdower and Mr. Troy were Pantagruel’s youngest but most combat-capable henchmen, and they turned the elevator car into a mess of elbows and headbutts. Unfortunately, they got the elevator car carrying Clayton Haycock James, and Clayton Haycock James wasn’t fazed by elbows. Scott locked down the elevator once Clay got the two assailants out into the library floor. It was a close match until Clay and Ajaz managed to land some consequences, then the free invocations turned the tables against Rosdower and Troy. The PCs left the henchmen unconscious and battered but breathing and went to corner Pantagruel.

Upstairs, Carter and Rick Eagle opened their elevator doors onto a pair of security guards who clearly weren’t expecting two bikers hiding behind a hand-cart full of explosives. The presence of the pyrotechnics made the guards hesitate long enough for Rick and Carter to bum rush them and, despite some surprisingly good rolls on the unnamed minions’ part, knock them the hell out. The thief and the roadie figured the vault itself would have protection as well, so Carter climbed up into the ventilation shafts while Rick rolled the explosives down the corridor towards the vault. As part of his reaction to heavily-armed monster hunters blowing through his corporate headquarters, Pantagruel sat his most experienced henchman on the vault. Mr. Ransom should have been accompanied by Mr. Bale, but since the PCs had locked down both elevators, Bale was relegated to using the stairs and wouldn’t arrive for a while. That left Ransom on his own, who noticed Carter sneaking through the vents. A brief but furious firefight ensued, with Carter falling out of the ceiling and Rick once again using explosives as cover, but I compelled everyone to run out of ammo. The gunfight turned into a fistfight, which turned into an odd sort of standoff with everyone kind of sitting down, exhausted, and thinking real hard about the life choices they had made that got them into this whole mess. Rick Eagle broke up the quasi-professional moment of understanding between Carter and Ransom by knocking Ransom out. Carter and Rick high-fived and Carter got to work cracking the vault door.

D.A.R.E. To Keep Kids Off Denarii

One level below the fracas at the vault, Clay, Scott, and Ajaz were prowling through Pantagruel/Alex Abel’s library. Step one: force Pantagruel to take his denarian form by setting off the fire suppression system. They had thought ahead and were all wearing firefighter-style SCBA masks, because any fire suppression system meant to work in a library would probably work by smothering the oxygen, not spraying water everywhere, and a lack of oxygen would more than likely flush the demon out.

Sure enough, the hunters heard Josey Wales’ radio chatter confirming Pantagruel about to burst through his office windows and escape. Several .50 caliber rifle rounds tore through the library level a moment later, narrowly missing our heroes but forcing Pantagruel back inside and right into their path. The denarian unloaded a terrifying lightning blast powered by his stored advantages, dealing Severe consequences to Scott and Ajaz but only a Mild to Clay - between dumb luck, some fate points, and some well-chosen stunts, Clay fought through the sizzling energy and buried a trinitite shiv in Pantagruel’s belly. After his alpha strike, the demonic librarian was on the ropes against the party’s three close combat experts. They traded hits but Pantagruel was taking on consequences like the Titantic took on water. Ajaz was a “Relentless Nephilite”, Scott was a “Mean Motherfucking Servant of God”, and Clay “Fights Like an Engine”. There was no way they would let Pantagruel live, but… Scott was also “Driven By Redemption”. He might let Alex Abel go, if the CEO gave up Pantagruel’s coin.

Pantagruel’s feathers sloughed off and he shifted back into a battered and limping human. The denarius bounced along the floor and rolled right at Ajaz. I miscalculated here - I knew Scott wouldn’t pick it up and Clay was too paranoid, so I figured Ajaz would be the weakest link, but I forgot what he was good at. Ajaz wasn’t bad in a fight, but he had willpower out the ass and even had a special stunt, “Defiance”, that gave him a +2 against supernatural coercion and fear. He was the perfect party member to pick up the coin. Also, he never really touched it, since he always wore fireproof gloves when handling his flaming whip. Score one for the good guys!

We essentially negotiated Alex Abel’s concession from combat. He was losing his company and his denarius, and was crossing over into the Nevernever courtesy of the one magic item they let him keep - ruby slippers. The fact that the area around Crowley-Lampkin’s vault connected with the Nevernever via an insanely dangerous ur-dungeon colloquially known as Undermountain was not lost on the players. Abel was trading certain death by monster hunter for an uncertain but very likely death on the other side, and the PCs were okay with that.

Kill Things and Take Their Stuff

Outside, Kathryn, Lucy, and Warfield were up to a three or four GTA wanted level. The gang didn’t have much time before their hired help would have to bail. Scott, Clay, and Ajaz met up with Carter and Rick in the vault, and I revealed all the artifacts I had prepared for the session - including the final intrusion countermeasure. Hydra’s teeth, planted in the tasteful interior landscaping around the vault and adjacent office space, erupted out into giggling, gibbering skeleton warriors!
Why are skeletons always the most jovial of the undead? I blame Army of Darkness.
I treated the onrushing skeletal horde as a round-by-round Overcome action against an ongoing difficulty of 2. Characters could choose to attack the horde (destroying a skeleton on a success and two with success with style), defend another character (destroying 1 skeleton on a success with style but otherwise stopping harm from coming to someone else regardless), or take another action (like help Carter crack the vault, set the explosive charges, load up loot, or create advantages to help the heavy hitters take down the horde). Failure typically meant taking stress equal to the margin of failure. Mechanically, this worked really great, and I’d totally use it again for a Challenge-type situation with a little more bite to it than a simple set of three rolls, but where a conflict against mooks wouldn’t call for fully-opposed rolls. The gang also protected Mr. Ransom from the skeletons, earning the now-former henchman’s professional respect. They’d part without animosity, even if they wouldn’t be exchanging Christmas cards.
Rick Eagle does good work.

With Rick Eagle’s explosives in place and the desirable artifacts packed up, the gang headed back to the elevators and down to the Scooby Gang’s van. The NPCs running police interference scattered as Josie Wales covered their escape from his rooftop, then the Texan gunslinger used a wingsuit of all things to glide to safety. The gang divided up the take in the back of the van, got back to their bikes, and scattered. They would meet back up later after the heat died down, which gave me the perfect window of opportunity to kill Carter Mews.

Get Carter

A bit of backstory for the overly dramatic previous sentence: Carter’s player had been thinking about a new character for a while, and we had talked it over together. This session was a great breakpoint to switch characters - Alex Abel and Crowley-Lampkin were primarily Carter’s nemeses and they were now going to be relegated to background threats after the thrashing they just received.

Carter split off from the gang to secure his take at one of his Chicago safe houses. He had just about finished when he heard the light scratch of slippers on concrete behind him. Alex Abel stepped out of the shadows, gun in hand and worse for wear, ruby slippers twinkling on his feet. The former CEO knew Carter’s old safe houses and made it out of the Nevernever just in time for a brief monologue and some murder.

Carter spun, his own pistol raised, and both men shot each other. As Abel lay dead beside him, Carter felt his spirit slipping away, pulled from his body by supernatural forces. Carter woke up in a noose with an angry sunset blazing behind him. He was trapped inside the painting he had stolen from Nick Van Owen’s house in session 12! The eldritch artwork acted like a phylactery, trapping the soul of the owner should that person die. Carter’s meager thanks (after all, he WAS still in a noose) was cut short as a spectral centaur flickered into unlife before the gallows. The creature’s face was covered by a luchador mask, and ribbons festooned his biceps in the style of the Ultimate Warrior. This was a compel I’d been waiting to drop ever since Carter stole the gold from some centaurs in Hades, preventing them from crossing the River Styx. He had subsequently paid off all but one during a battle with some backwoods orks. This last luchador ghost centaur had refused Carter’s payment, opting for the slow burn of vengeance instead of paradise.

His quarry was a ghost now, same as him, and trapped in a gallows to boot. Justice would be served.
Use your imagination for the horse half. You're welcome.

Season Finale

Well, that’s pretty much it. We actually played this session 3 months ago, and the recap was compiled over several weeks as my memory got hazier. Ajaz Gurt’s currently the keeper (but not wielder) of Pantagruel’s coin. Crowley-Lampkin is in the wind, its supernatural collection destroyed or stolen, and its mundane dealings under intense federal scrutiny following the discovery of a dead CEO in a storage unit outside Chicago next to a notorious thief. Although the gang gave away a lot of the stolen items to their allies as part of their take, their collective power level’s jumped up thanks to the artifacts they decided to keep. Project BLACKBOX will be hunting the PCs more seriously now, since Crowley-Lampkin and BLACKBOX had several backdoor government contracts in place. The Denarians are still a threat as well - perhaps a greater one than ever, since the gang took out two of their number within a few days. Ajaz Gurt learned of an ancient conspiracy seeking the destruction of all nephilim - they killed his parents, and will no doubt come for him in due time. Finally, Carter’s player’s new character brings new enemies to the table as well.